r/decomps • u/Candle-Jolly • 5h ago
Review The Start of a Veritable Old-School Videogame Renaissance
A big thank you to all the hard-working fans and their AI tokens for giving us access to games lost to time and industry bureaucracy
r/decomps • u/AutoModerator • 2d ago
Hello everyone. This is the weekly Megathread for all requests or questions about if a certain game is being worked on or been done already.
We would also encourage people to post any projects that they have started for potential collaboration with other users who may be working on the same game
r/decomps • u/cams0400 • 7d ago
Hi guys,
In order to get less "how can I port x, how to get involved without coding experience, what can I do to help, I want to get started in decompilations,etc .." posts, we're planning to build a wiki for this subreddit.
In this wiki we plan to gather resources for those who want to get started in the decompilation/recompilation process but also link common directories to find ports.
It's gonna take a bit to build so in the meantime I'll let this thread pinned in order to take your suggestions and any information that could help us.
Thanks for your participation!
r/decomps • u/Candle-Jolly • 5h ago
A big thank you to all the hard-working fans and their AI tokens for giving us access to games lost to time and industry bureaucracy
r/decomps • u/Nycolazs • 2h ago
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Hey everyone!
I've been working on a PC port of Animal Crossing for about a week now, and I’m currently bringing it over to Android. And yes, before anyone asks, I am using AI to help build this. If that makes it "AI slop" to you, feel free to just downvote and move along.
Right now, I'm hitting a solid 60 FPS using frame generation. I know FG isn't everyone's ideal solution, so I also included a native 60 FPS toggle, but my phone definitely can't handle native 60.
It's rendering at 900p upscaled to 1080p, which is honestly a pretty solid result for an old device that was just sitting in my drawer gathering dust for years.
Testing device specs: Galaxy S20 FE (Snapdragon 865, 6GB RAM)
GitHub repo:https://github.com/Nycolazs/ACNHRecomp
Discord server for updates and progress:https://discord.gg/hMCz4jTT2x
r/decomps • u/TheDonmatic • 11h ago
twistedvoxel.com
Nintendo Switch 2 emulation has made swift progress mere days after the console was hacked, with Mario Kart World, Donkey Kong Bananza and more reportedly running on PC. Multiple sources…
https://twistedvoxel.com/nintendo-switch-2-emulation-running-mario-kart-world-dk-bananza-on-pc/
https://x.com/CentroLeaks/status/2115255936277504050
https://x.com/CentroLeaks/status/2115273317003223536
https://x.com/chasmmmmmmmmmmm/status/2115057525238210589
It's looking like it's over every Switch 2 game will be on PC maybe Ocarina of Time remake not long after launch.
r/decomps • u/AMINOPlaysGames • 6h ago
You can get it here: https://github.com/TheDoffman/timesplitters-future-perfect-pc
r/decomps • u/VirtualBoi92 • 7h ago
https://github.com/projectedan/McRae05-XBE-Recomp
Colin McRae Rally 2005's Xbox version, ported natively to Windows. This game already has a native PC version from back in the day, however that original PC version lacks 64bit OS support, and its controller support is lacking.
With that in mind, I put together an easily accessible plug and play port of the Xbox version for Windows (also runs on SteamOS/Linux via Proton). I included a host of QoL features accessible through a quick menu, like resolution scaling, anti-aliasing, brightness and gamma controls. Give it a try, and let me know what you think.
r/decomps • u/Kayp89 • 38m ago
I know this might be a long shot, but would there be any interest in a community rating system for decomp ports? Something that tells you at a glance how stable and playable a port is before you sink time into setting it up.
Here's a rough idea:
Playability
Setup
Tags (optional)
Platforms (Windows, Linux, Mac, Android, etc.) plus extras like widescreen, high framerate, and mod support.
Ratings would be tied to a specific release or build. These projects move fast, so a port that was rough six months ago might be great now.
As for where it would live, a wiki page or pinned thread the mods keep updated could work, with people reporting in the comments. It could also be post flair on release threads.
Curious what everyone thinks. Would this actually be useful, and what would you change?
r/decomps • u/MrSuS60 • 17h ago
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Hey everyone,
Bloodborne PC Windows Port v0.7.2 is now out!
This update adds Live FPS Patching, letting you switch target frame rates in real time (30, 60, 90, 120, or Uncapped) directly in the in-game overlay settings without restarting the game.
It also addresses several physics issues when playing above 30 FPS:
It also covers more root causes behind common crash codes 139 and 140.
Download and Full changelog: https://github.com/Mrsuss60/bloodborne_pc_windows_port/releases
Discord server (help and report bugs): https://discord.gg/gTvrZZ75G
r/decomps • u/WillWeisser • 1h ago
Hello!
ROMAtlas is a toolkit (sometimes called a custom agent) to enable high quality disassembly and porting of games for second and third generation cartridge-based console games to cross-platform Rust code.
This means, if you have a ROM file, you can use the prompts and tools in the ROMAtlas repository to instruct an AI agent harness to disassemble and port the game and typically get very good results out of the box.
Disassembling works particularly well in the current release. ROMAtlas provides the AI with a preconfigured debugger and assembler / disassembler for the following platforms:
The debuggers have a built-in JSON-RPC server which allows the agent to "play" the game like a human would, observe accessed memory and registers, and use the current game state to build a rough map of where the code is located in the ROM file and the format of the data files (e.g. graphics, sound, enemy tables, etc.). It comes with a pre-made prompt that instructs an agent in goal mode to use a team of sub-agents, each of which builds on and challenges the others on their work. One sub-agent investigates with the debugger, the next reads the raw disassembled code and adds comments, labels and variable names, and the third reads the commented code and finds clues as to what the next pass of debugging should look for.
Disassembly is saved in a metadata format which describes the code locations / symbols / comments separate from the actual source code or ROM file, which means we can have a permanent record of the inner-workings of each game without running into copyright issues. This archive can be saved in the atlas directory, and each archive can then be used along with the original ROM to reconstruct the disassembled, fully commented source code.
With workhorse commercial LLMs at the level they are now, this process is so efficient that it's my hope to eventually build out a huge atlas of disassembled games for preservation purposes.
Disassembled source code is useful for finding glitches, making romhacks, etc., but I wanted to go further and see if I could improve the process of making native ports of these games easier and higher quality.
There are a few existing toolkits for recomps of systems like NES and SNES available, but my issue with how they work (or at least the ones I'm familiar with) is that they tend to be emulators in all but name. They take the disassembly of a ROM and translate it into a modern language like C, but the code they generate is essentially a 1:1 translation of the assembly instructions and thus can only operate in a strict virtual machine simulation of their original console. This limits the amount of customization or new features we can make to a game, because assembly language is very unmaintainable and even AI agents have trouble modifying it.
ROMAtlas takes a different approach; it tries to reproduce the original game's logic in modern, idiomatic Rust code, while still preserving as much as possible the low-level semantics that these games relied on. It does provide a shared library of common utilities that ports can use for convenience (e.g. an NES game is always going to have to do timing via the VSync interrupt and render a tilemap the way the NES did with its PPU), and to do common tasks like extracting assets from the original ROM file, but the code it tells the agent to write is a completely new implementation of the original game.
As you can imagine, this approach is not without drawbacks. Games of this era were always pushing the limits of their hardware, and they employed lots of crazy tricks to squeak out small gains in performance and especially to fit their code and data inside expensive ROM chips. Naively telling an agent to replicate the logic of an 8bit game in Rust will fail because it will miss obscure details of bitpacked data, game logic represented as side effects in carry flags or other registers, or even weirder hardware-specific hacks.
To get around this, the porting workflow in ROMAtlas first analyzes the commented source code and builds a map of low-level game behaviors, and for each behavior it writes a unit test in Rust that must pass once the final game is completed. Because each behavior gets analyzed individually and must be cross-referenced to lines in the original code, this effectively stops the agent from "cheating" and skipping over some low-level ordering or idiosyncrasy which could change the behavior of the game. Then, once we have a working, well documented, 1:1 Rust port of the original game, we can go back and do further "modernization" passes over the code to fix weird compressed data formats, unrolled loops, and other things that modern games don't need because they don't run on a 1.8MHz CPU!
To show off what the system is currently capable of, I had it make ports of two of my all-time favorite games. Neither, to my knowledge, has a PC port yet (though I could be wrong; lots of new projects all the time these days).
Duck Tales (NES)
Source code here: https://github.com/weisserw/ducktales-port
Play the WASM build online here: https://weisserw.github.io/ducktales-port/
Enhancements from the original: I added native 16:9 widescreen to the game, as this is a commonly requested feature from games of this era. And I must say, it's really nice to be able to play the game un-letterboxed on an HDTV.
Super Off Road (SNES)
Source code: https://github.com/weisserw/super-off-road-port
Play online: https://weisserw.github.io/super-off-road-port/
This one is particularly beloved for me, I probably have played it for thousands of hours, but the original has a glaring flaw: you always play the same tracks in the same order every time, and there is no ending / victory, just an endless loop.
So I modified it to add two new game modes: a "random" arcade mode which features the original game but with the tracks randomized every time you play (there are sixteen tracks, and each one can be played forward or in reverse with different obstacles on the track), and a new "championship" mode modeled after Grand Prix mode in Mario Kart, where you compete to earn placement points over a set of races and try to end the season in the #1 position. Finally, this game has an actual ending!
This project is something I've been thinking about for a long time. I'm sure there are a lot of similar stories on this sub, but I've been a professional dev for 25+ years, and while I've always enjoyed romhacks, randomizers, etc., and occasionally dabbled in reverse engineering, it wasn't something I could justify spending a ton of time on. Obviously there is a lot of debate and controversy at the moment about the use of AI, and I don't want to get too in the weeds about that stuff other than to say, I like that AI has given me the opportunity to help preserve and bring new life to games I've loved since childhood.
Also, clearly there are going to be a lot of ports of this era of games coming out soon, and some are going to be better than others in terms of quality. I don't think it's possible to totally stop people from tossing up low-quality, untested "slop" ports, but I also think we are advancing to an era where instead of creating each port in a totally bespoke way, the community creates automated toolkits like this one which allow the sharing of pre-tested tools, prompts and workflows. These types of custom agents are the next generation of decomp / recomp, and I think as people start to develop and use them more, the quality of ports in general will increase.
r/decomps • u/laod408 • 2h ago
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I really hoped a Final Fantasy 1 Recomp project would pop up after the Pokémon Gen 1 Recomp, but to my knowledge, not much has been created. So here I am, trying to get something playable out of it as a side project. You can check it out at:
https://github.com/dr-pepper-408/ff1-recomp
The game is fully playable in 2D (it started as a C99 port of the NES disassembly), and in 3D there are some visual glitches (I'm a terrible artist, so no new assets have been created, just some different use of the already present assets and some voxels for a few others). It does require a US rom of the game, as all the game data is read from it. The video shows some of the game graphics. Let me know what you think =).
**Disclamer**: A lot of this has been developed using AI (especially the Lua scripts for the 3D part). I have mixed feelings about its use. It started as a test to check out the coding workflow with an LLM assistant, and I have to admit this fast prototype would not have been possible without it.
TLDR: a 3D mod for the classic NES Final Fantasy 1, mostly playable. It does still need some love with the pixel art for a lot of assets.
r/decomps • u/Minute-Tone9933 • 20h ago
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Been working on this for a while: Desktop Melee runs Melee over the macOS desktop. The Dock is the stage, the screen edges are the blastzones, and everything else stays clickable underneath.
It's built on 999sian's melee-pc, which runs the doldecomp/melee decomp natively (GX goes through aurora/Dawn to Metal). On top of that I added:
- a fixed camera that maps the screen 1:1 to game units, so fighters line up with the real Dock
- Final Destination's floor stretched to the Dock's width
- blastzones at the screen edges
- stocks and percents in a little island around the notch
- a menu bar app for characters, costumes, CPUs, controller ports, button remaps, tap jump and UCF
You'll need your own USA 1.02 disc, and no game files are included. macOS on Apple silicon first, Windows and Linux later.
Source and a first release coming soon. Huge thanks to 999sian and the melee-pc contributors and to the doldecomp team, none of this exists without them.
r/decomps • u/Mid-weekJarl • 6h ago
r/decomps • u/BeansNToasted • 12h ago
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Wow this was a big project and its still not even done. I wish Reddit would let me show you this in 1080p 120FPS like I'm seeing it. Buuut you can always try it yourself! (The stuttering in the video is from OBS not the port)
OH the multiplayer 32 player 24/7 adventure online is working so come test that out!
Join us in the discord!
Download: https://tangos.dev/downloads
Discord: https://discord.gg/4HSBd44Zz
r/decomps • u/TheCrach • 1h ago
r/decomps • u/Sawitlivesry • 18h ago
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Thank you to anyone who plays this, I genuinely appreciate it and I hope some very cool things come out of this. Please make some cool mods. I am also working on an Android version. Have fun:)
To install, download the .zip and extract, and then run the .exe . The launcher will prompt you to either import your .iso or to direct it towards your USRDIR folder. (Option 2 is my recommendation) PS3 games required a decrypted EBOOT.elf file to run, if for whatever reason your EBOOT.elf file reads as encrypted, the simplest fix is using the decryption tool in RPCS3. After, you can adjust settings in the launcher directly, as well as controller options. If you are playing with a dualsense/ps5 controller, it is HIGHLY recommended to turn on "Dualsense Plus" in the launcher before playing.
In game, with dualsense hitting the touchpad button will open a secondary options menu that features the additions/changes available in this port. On keyboard this menu is also accessible with F1, and when using other controllers by long pressing the select button. This is the most effective way to apply things like AA and higher internal resolution. Some changes require restarting the game for it to fully take effect.
Other controllers should work as plug-n-play, however I obviously am unable to test on every controller. Known compatibility issues with certain controllers please make me aware of and I will do my best to fix.
Features include built-in launcher and import instructions as well as a dualsense plus mod that works with dualsense/ps5 controllers, adding gun sounds and other features to the dualsense similar too it's implementation in rift apart. This is experimental and a work in progress and will be further tweaked and adjusted with future updates.
There is also an option to export and import saves from other ps3 emulators to use with this. Game is fully playable from start to finish in it's current state, however is not 100 percent finished and has several known bugs that will be addressed with future updates.
Known issues include-several environments (most consistently moons in space exploration) can sometimes render odd/boxy looking shadows, lighting in some areas is affected similarly.
-Ratchets ship (and Azimuth in some scenes) tends to awkwardly land/stutter on the last few frames when landing on a planet. Similar issue with hydra floating in during Gold Cup match.
-Performance is pretty consistent for most areas of the game, however certain levels like Axiom city and Zanifar still need work done during heavy battle scenes to prevent more consistent 60 fps gameplay. Any issues in certain areas, please give as much detail as possible when describing major fps loss during gameplay so I can best diagnose and find out how to fix.
-Volume and overall sound implementation with weapons and dualsense speakers is not fully integrated, need to do more scaling with volume and also properly source the weapon sounds themselves better with some weapons.
https://github.com/HighDrexler/RACiT/releases/tag/v0.8
Join the discord as well if you have questions or want to follow progress
r/decomps • u/Odd-Message-7519 • 4h ago
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Hello everyone! I have come back to greet you with amazing news for my project, SMB3PC, As this month ends I am quite certain I will be able to finish this project once and for all and begin my enhanced fork of it, All worlds now load correctly with their respective enemies, rewards, minigames and events. I have also implemented audio as you can see in the video along with the 2-player feature.
Now when is it coming out? Currently, I have no plans for a realease date, But hopefully by the end of the week I will have something to give you.
Now what is missing?
Some stuff, Some missing sound effects here and there, Along with some bugs. But other than that, I can say we're very close to the finish line.
What about the linux and android ports?
Now don't you worry, I am still planning on making those, But honestly, It will take some time until i have finished the main project and begin to work on porting it, Though i do have one final surprise that will perhaps make the work for these easier.
What rendering engine is it on?
Well, From what i can tell, It is on directx 11, But worry not my low end and other OS gamers, I have a plan to add Vulkkan and OpenGL Graphic APIs onto the game along with SDL3.
Now honestly, This project has taken a very long part of my life that I belive will never come back to me, So for this goodbye I wish to give you people a decision.
Should I release this little project of mine onto the public only on windows? Or when maybe i finish porting to linux and others? Should I take my time adventuring myself onto this messy land to check all of the issues i probably did not find and give you the most polished experience a poor broke man can give? Or should i not rush it out and give a product that i believe will be good enough for view?
You can give me suggestions of what i should do, Or just questions, I can answer them in due time.
For another surprise, Here is some gameplay I took a while ago of when i first implemented Mario Bros. Battle system.
r/decomps • u/chicagogamecollector • 6h ago
that burning feeling; https://github.com/shipa-2/Xerenge
r/decomps • u/McShagg88 • 28m ago
Shagg here. Athelas 1.7.0 is out. It's a big update for the launcher and recompilations, with fixes since 1.6.0 included. Press Update in the launcher, or download it from the releases page and unzip it over your Athelas folder. Your settings, saves and achievements are kept.
New in the launcher
Fixes
As always, no game files are included: you need your own copies. If something goes wrong, the launcher's "Make a problem report" button puts everything I need in one zip.
Download: https://github.com/Shagg88/Athelas/releases/tag/1.7.0
r/decomps • u/jawkneeb123 • 4h ago
Hi everyone! I wanted to share Zelda Oracle Portable, my Windows project for playing Oracle of Ages and Oracle of Seasons with some added quality-of-life features.
The beta has passed 200 downloads, and it’s been encouraging to see people trying it and sharing feedback.
Features in the current beta:
The screenshots show the password tools, launcher, manual save states, rotating autosaves, and LCD filter.
About the project
This project is being developed with AI assistance. The public portable beta uses a Game Boy interpreter runtime; despite the repository name, this release isn’t a completed decompilation or static recompilation. No ROMs are included.
What I’m working on next
Local achievements are currently being developed and tested separately, with unlock popups in the game and a planned achievement list in the launcher. The target is 50 achievements per game: 30 base-game, 15 linked-game, and 5 Hero-game achievements.
Named save states and expanded manual-state and autosave capacity are also planned. These additions aren’t in the current public beta yet.
Interested in helping?
As achievement development progresses, I’ll be looking for testers and named save-state checkpoints before bosses, item pickups, and linked-game events. I’d like to build a similar community testing effort
Join the Discord to follow progress, suggest achievements, and help with testing:
https://discord.gg/hsJHBQfmAS
For current beta bugs, please open a GitHub issue with your release version, game, and steps to reproduce the problem. Please don’t share ROMs.
Source and beta downloads:
https://github.com/johnnieb333/Oracle-Recompiled
Thanks for taking a look!
r/decomps • u/Stock_Lake_4467 • 5h ago
I added online play on top of hibikifukui22’s PC port, so you can play online again.
Original Project: https://www.reddit.com/r/recomps/comments/1xbvr1q/dead_or_alive_xtreme_2_recompiled_true_60fps/
All the hard work is the original port: DOAX2 Recomp by hibikifukui22. It runs DOAX2 natively on Windows. We only added the online part, so go give it a star.
Download and setup: https://nobkonline.com/doax2/how-to-play/
If there is enough interest, i plan to bring other DOA titles too.
r/decomps • u/AMINOPlaysGames • 9h ago
You can get it here: https://github.com/thebradshaw/1080-Snowboarding-decomp
r/decomps • u/Lower-Biscotti • 34m ago
I want you to observe how a five-year-old PC runs the port of *God of War 3* (from the PS4 version) at a rock-solid 60 FPS—using a processor and graphics card from that long ago—and can even reach 100 FPS. In contrast, the PS3 emulator could barely manage 20, or at most 30, FPS.
r/decomps • u/RelationshipNo4440 • 4h ago